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Sentinel - Outbreak - Part II
Description:
This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics.
The mission begins shortly after the Altis edition left off. Our protagonist (the player) was sold out by the AAF officer shortly after making it to the Altis safe zone and instead of being sent back home, he and several others were handed over to a mysterious group of scientists dressed in white coveralls with red insignias on their shoulders. After being taken captive, the player and everyone else who'd come into contact with the infected were then transported to Tanoa.
Shortly after arriving at their research facility, the protagonist managed to escape; and thanks to a friendly local Tanoan named Akamu, was able to hide in a small underground bunker deep in the jungle.
Unfortunately Akamu is long overdue to return and supplies are running low, so once again the player must venture forth from their temporary abode and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island of Tanoa.
Trying to stay alive is made even more challenging as the player will have to either evade or kill the infected which have now made an appearance on Tanoa; as well as the scattered groups of bandits that are taking advantage of the lack of law and order. Thankfully the player isn't completely alone however, as there are still a handful of survivors out there, including some that may be more than happy to join you in their fight for survival.
There are also reports that a private military company has established a base of operations in the region and are evacuating survivors. What are the intentions of this new force, are they really here to help, or will they turn out to be just as treacherous as the AAF?
This is the continuation of the previous Sentinel - Outbreak storyline, which ties in some of the characters and events from the previous Outbreak scenarios (Esseker, Altis and Chernarus) and brings it all to a conclusion.
Features:
15 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play.
5 Different ways to escape the island, including an optional mission at the safe zone that will have the player leading a small team on an important assignment that can change the overall outcome of the story.
Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear.
Simple text based narration courtesy of IndeedPete's conversation system.
The option to ask some of the random survivors you encounter to join your team, helping you fight against bandits and the infected. Be warned, not all of them will accept.
There is also an option to skip some of the lengthy story related dialogue with certain characters at the safe zone, all you need to do is select the (Quickstart) dialogue option using the action menu when speaking to the respective characters.
Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done.
Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities.
The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks.
Custom sounds and textures for a richer experience.
Created to be vanilla Arma 3 (APEX) friendly, no 3rd party mods or addons required.
Installation:
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder.
Requirements:
None - created to be vanilla Arma 3 (APEX) friendly, no 3rd party mods or addons required.
Credits & thanks:
B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing. Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts. IndeedPete - Conversation System. ZZEZ - Loadout Script. BangaBob aka H8ermaker - Loot Script. [sTELS]Zealot - Random Vehicles Script.
Giallustio - BTC Quick Revive Script.
Haleks - Ravage Mod (Ravage Edition)
Known Issues & Future Plans:
There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI than mission design.
In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention.
On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped.
When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side.
There have been reports that the MCC and NSS Admin Console mods used to see units on the map and teleport in single player will break the infected spawning and random loot scripts. Be advised that Mods which aren't listed in the requirements section are not supported and you use them at your own risk.
This mission is set on Tanoa and uses the same scripting as the Altis edition, so you'll need a fairly decent PC to run this at an acceptable frame rate. I have a beast of a machine and all my missions on Tanoa seem to average about 20-30 FPS when I put my settings to the max (I get double those FPS playing on Altis).
DO NOT play this mission if you've got less than 3-6GB of system ram and a GPU with less than 2GB, otherwise your FPS will drop through the floor and you'll get graphical glitches and artifacts. Stick with the Altis edition or wait until you've upgraded your computer before attempting this one - OR - Download the 'Lite' version via the link at the end of this description.
** This is the final Outbreak Mission type I plan on releasing and was created as my way of saying thanks to everyone that played and enjoyed all 3 of the original scenarios, I hope you all enjoy playing this one as much as I did creating it! **
Download:
Sentinel - Outbreak - Part II v1.00 (7Zip)
http://www.mediafire.com/download/szdqytlb2yw49ss/sentinel-outbreak-part2-v1-0-0.7z
Sentinel - Outbreak - Part II - Lite - (7Zip) - for people with older/slower computers that have FPS issues or trouble rendering the starting bunker.
http://www.mediafire.com/download/ladbob2784nk3bs/Sentinel_Outbreak_Part_2_%28Lite%29.pbo.7z
Sentinel - Outbreak - Part II - Ravage Edition - (7Zip) - The version I've created especially for people using the Ravage mod by Haleks. (This is the best one IMHO):
http://www.mediafire.com/download/ui9g21f4wx3a22j/Sentinel_Outbreak_Ravage_Edition.7z
Gallery:
YouTube Videos:

Sentinel - 'Outbreak'
Altis, Esseker & Chernarus Editions
Description: This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics. The mission begins in a different way depending on which edition you're playing. On Altis you're an innocent holidaymaker that's stuck on the island when the outbreak hits, in Esseker you're the lone survivor of a plane crash, while on the Chernarus version you've been kidnapped after the refugee camp you were working at was attacked by soldiers and are currently being held captive in an underground facility. Deciding that just waiting to die isn't exactly how they'd like to spend their last few hours on earth, the player must venture forth and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island. Trying to stay alive is made even more challenging as the player will have to either evade or kill the crazed remnants of those that have been infected by the virus; as well as scattered groups of bandits - and in the case of the Altis and Chernarus editions there's even hostile soldiers who would rather shoot first than risk being infected themselves.
Thankfully in the Altis and Chernaurs editions the player isn't completely alone however, as there are still a handful of survivors scattered around who are desperately trying to hold back the never ending hordes of the infected. The Esseker edition is a much darker and lonelier experience as it's set later in the Outbreak timeline and takes place in a location that's suffered the ravages of time and neglect after the initial outbreak. Features:
-=Altis Edition=-
8 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play.
4 Different ways to complete the mission, including 2 obvious and 2 relatively hidden methods of escape that only a few sharp eyed or resourceful players will find.
Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear.
Simple text based narration courtesy of IndeedPete's conversation system.
Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done.
Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities.
The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time.
While resting, the player can build a campfire which will automatically save their progress - be advised that even though this feature can be used multiple times, it comes with a 10 minute cool down timer.
The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks.
Custom sounds and textures for a richer experience.
Created to be vanilla Arma 3 friendly, no 3rd party mods or addons required.
-=Esseker Edition=-
6 Random starting locations and random loot spawns in almost all the buildings mean that you'll have a different experience each time you play.
3 Different ways to complete the mission, including 2 different methods of escaping from Esseker and a highly optional 'King of the Wasteland' ending for the murdering sociopaths among you.
Random Bandits/Marauders spawning at certain locations and with random gear.
An underground bunker area that is created through the clever use of scripts and existing structures, it's not pretty, but it is functional.
Simple text based narration courtesy of IndeedPete's conversation system.
The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time.
Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done.
Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities.
The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks.
Custom sounds and textures for a richer experience.
-=Chernarus Edition=-
4 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play.
3 Different ways to escape from Chernarus and complete the mission, and a highly optional 'Ruler of South Zagoria' ending for the murdering sociopaths among you.
Added the ability for the player to sit down and rest, which will slowly heal minor injuries (damage to the player must be less than 33%). First Aid kits must still be used to treat any serious injuries first, otherwise the player will not be able to heal when they try to rest. You know you are healing when you see the word 'resting' in the top right corner of the screen, this fades away when back at full health.
You can rest near the campfire in the tower at the Survivor Stronghold in order to save your progress, but this comes with a 10 minute cool down period before it can be used again.
Random Bandits that spawn at certain locations and with random gear.
Simple text based narration courtesy of IndeedPete's conversation system.
Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done.
Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities.
The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks.
Custom sounds and textures for a richer experience.
Installation:
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Credits & thanks:
-=Altis Edition=- B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing. Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts. IndeedPete - Conversation System. ZZEZ - Loadout Script. BangaBob aka H8ermaker - Loot Script. [sTELS]Zealot - Random Vehicles Script.
-=Chernarus Edition=-
Red Hammer Studios - Russian & US Equipment.
-=Esseker Edition=-
RonhillUltra and ThcMonkee - Esseker Map.
Change Log: -=New in version 1.05=-
Edited the Game Logics and Triggers to make the mission compatible with Eden/Apex, the mission should now appear in the scenario list again. (All Editions)
Added the new 8 point military cap to the USMC officer on board the USS Khe Sahn. (Chernarus Edition)
Left some of the portable lights on in the Underground Bunker after the power is cut, as it appears as though BIS have drastically reducing the distance that the ambient light travels in a recent update. Most portable lights like those have got their own independent power source anyway so it doesn't really break the immersion too much. (Chernarus Edition)
Added a new Bandit camp at the junk yard, South of Petlov Grad. (Esseker Edition)
Added a few more spawns to account for the new locations in the most recent version of Esseker. (Esseker Edition)
Tweaked the waypoint for the UN Helo to make it more likely to land on the roof of the hospital. (Esseker Edition)
-=New in version 1.03=-
Changed the base units and added new textures to the infected to make them look like they're more suitably well clothed for a temperate environment. (Chernarus & Esseker Editions)
Made some changes to the Infected scripts to fix a bug that crept in with the recent Arma 3 patch, this only broke the Chernarus version as the infected spawned as side GUER instead of CIV, now all editions have the infected spawn on side CIV. (Chernarus Edition)
Added another 2 spawning locations for the Fuel Trucks. (Chernarus Edition)
Added a trigger to fully repair the escape helicopter after it's manually repaired and refuelled by the player, this will disable that annoying master warning alarm. (Esseker Edition)
-=New in version 1.02 (All Editions)=-
Added more bandanas and sunglasses for the Bandits, and made some of them spawn with just balaclavas to add a little more variety.
Added a few more entries into the init.sqf file to trip a lot of the trigger conditions on mission start to false, this is the default trigger condition state and I normally don't need to define it in the init file but people running the game with the -ShowScriptError start parameter were constantly being spammed with undefined condition error messages. This doesn't have any effect on gameplay and was more of an annoyance for the people that have this start parameter as default - usually modders or mission makers and their testers.
Fixed a small bug that was present in the original random vehicle spawning script, so now the random vehicles should spawn even in the small villages and continue appearing until the end of the mission for the Altis and Chernarus editions.
Requirements:
* Please note that you can use any 3rd party mod/addon that's not listed in the requirements below, but you do so at your own risk as it may change the overall mission experience and in some cases, possibly even break it.
-=Altis Edition=-
None - No mods/addons required for the Altis edition. This was created with vanilla Arma 3 in mind.
-=Chernarus Edition=-
Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Chernarus terrain* - http://www.armaholic.com/page.php?id=30045
RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - http://www.rhsmods.org/
-=Esseker Edition=-
Esseker by RonHillUltra and ThcMonkee - http://a3esseker.info/
RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - http://www.rhsmods.org/
Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Esseker terrain* - http://www.armaholic.com/page.php?id=30045
Known Issues & Future Plans:
(Esseker Edition) There's still issues with the underground bunker section of the map, particularly with regards to it making the player go into the skydiving animation whenever he steps off a ladder or falls down. This is due to the altitude this area is set at (2500M), and while for the most part it isn't too much of a problem and has been fixed with some scripting, occasionally the player will stay in the skydiving animation and float a few feet above the ground. The best fix for this is to drop your weapon or put it in your backpack (or if you're using ACE3 - just put your weapon on your back), this will change the player's animation and he'll land as normal.
In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention.
(Esseker Edition) On some occasions the pilot of the rescue helicopter will land nearby again briefly even after picking up the player, this is just another glitch in the AI, but it's not game breaking.
There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI pathfinding.
(Altis Edition) On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped.
(Altis Edition) When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side.
Download:
Sentinel - Outbreak - Altis Edition (v1.05)
http://www.mediafire.com/download/h2tr4rti3xk2wte/sentinel-outbreak-altis-edition-v1-0-5.rar (Rar file)
http://www.mediafire.com/download/dlofad6l8u1vd80/sentinel-outbreak-altis-edition-v1-0-5.7z (7Zip file)
Sentinel - Outbreak - Esseker Edition (v1.05)
http://www.mediafire.com/download/1izk97f1bgjr323/sentinel-outbreak-esseker-edition-v1-0-5.rar (Rar file)
http://www.mediafire.com/download/r78yjl1ymcuc4wr/sentinel-outbreak-esseker-edition-v1-0-5.7z (7Zip file)
Sentinel - Outbreak - Chernarus Edition (v1.05)
http://www.mediafire.com/download/d9a8g0uiv9ovf4x/sentinel-outbreak-chernarus-edition-v1-0-5.rar (Rar file)
http://www.mediafire.com/download/t29wxtcvyjt8gbm/sentinel-outbreak-chernarus-edition-v1-0-5.7z (7Zip file)
Gallery:
YouTube Videos: